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  1. #1
    Player
    Nivarea's Avatar
    Join Date
    Dec 2015
    Posts
    73
    Character
    C'lhen Madder
    World
    Moogle
    Main Class
    Dark Knight Lv 100

    PLD slight "rework" (yet another)

    A few months ago, I did an exercise for fun and tried to propose a rework of DRK which was pretty well received ( https://forum.square-enix.com/ffxiv/...-(yet-another) ). So, I wanted to try to do it for other jobs I do play, even so it will probably be far worse given that I’m far less aware of what people like and want for jobs other than DRK.
    So, here is an attempt to do a slight rework of PLD, for fun. I’m not doing it with hope of any of this to be implemented in the game. I do think that PLD is already in a far better place gameplay wise than DRK, so do not expect many changes. Also, it’s made with current job design in mind, so I have to cater to the 2mn meta.

    To explain my aim, here were my guidelines while working on it:
    1 – Trying to take inspiration to some removed points of PLD toolkit.
    2 – Keeping PLD identity as being the most selfless tank.
    3 – Make us have to think a bit more of the rotation.
    4 – Adress button bloat a tiny bit.

    So, here we go.

    Skill merge and removal:

    Removal:

    Shield Bash
    => It’s a relic of a time far far gone. While it can be useful marginally (in theory at least), there is not enough of them to justify wasting a skill slot on this skill. Also, no content will ever require having a spamable interrupt unless they give the same tool to other tanks. Given low blow exists and have a quite low cooldown, and with Shield Bash being a GCD with a really low potency, it’s basically a dead skill.

    Merge:
    Holy Spirit/Holy Circle merged, with Holy Spirit upgrading into Holy Circle. Make Holy Circle targeted.

    Holy Circle:
    Deals unaspected damage to target and all enemies nearby it with a potency of 400 for the first enemy, and 75% less for all remaining enemies.
    Divine Might Potency: 500 and 50% less for all remaining enemies.
    Requiescat Potency: 700 and 50% less for all remaining enemies.
    The effect of Divine Might will be prioritized over Requiescat when under the effect of both.
    Additional Effect: Restores own HP
    Cure Potency: 400

    => Since we’re in need of remove a bit of bloat, I don’t think we need to have two skills with the exact same usage, with one single target and the other AOE. So, I merged them. It would be targeted, which is a change for the AOE version. It’s mostly a QoL here to try and gain button space, I, myself, would not be opposed to keep both skills separated.

    Changes to the rotation:

    Goring Blade:
    Deliver an attack with a potency of 250.
    Fight or Flight Potency: 400
    Additional Effect: Damage over time.
    Potency: 30
    Duration: 30s

    => Quite simple, Goring Blade is back being a DoT, just not linked to a recast timer nor a combo. It’s quite strong if you manage it well to have its full duration. Just a little thing more to manage. I still made it have a potency increase under Fight or Flight to keep a good burst in the 2mn window.

    Intervene:
    Rushes target and delivers an attack with a potency of 100.
    Maximum Charges: 2
    Cannot be executed while bound.
    Recast Timer: 20s

    => Here is a tiny bit of change, reducing the cooldown to 20s to make it both more available and also have a non-standard recast timer. It “forces” a usage outside of FoF, which also helps for its usage as a mobility tool. I also lowered the potency, both because of the new cooldown and the new goring blade.

    Defensive changes:

    Cover:
    Take all damage intended for another party member as long as said member remains within 20 yalms.
    Additional Effect: Reduces damage taken by 10%.
    Does not activate with certain attacks.
    MP is depleted by 500 periodically. Effect ends upon reuse or when MP reaches 0.
    Recast timer: 120s
    MP Cost: 2000

    => I took a bit of inspiration from a bunch of things. First, from Stormblood’s version of Cover, I put back some mitigation on it to make it a bit stronger, but only 10% to not make it as strong as back then. Then, from Scholar Fey Union, I took the idea of the skill lasting until canceled or the resource needed for it depleted. Finally, from old DRK Heavensward Darkside, I took the idea of draining MP. The MP drain would be every server tick (about 3s).
    I chose to remove cover from the Shield gauge to make it not compete with intervention, which is the clearly superior skill. I still wanted it to not be totally free, and Cover draining MP is not a big cost given how much PLD can generate and how relatively little it uses it but can still be problematic if not used well. The recast timer is finally to not make it abusable.

    Divine Veil:
    Creates a barrier around self and all party members near you that absorbs damage equivalent to 10% of your maximum HP.
    Duration: 30s
    Additional Effect: Gradually Restores HP.
    Cure Potency: 100
    Duration: 15s
    Additional Effect: Restores target's HP
    Cure Potency: 400

    => Just to make Divine Veil a bit more equal to Shake It Off (like Heart of Light and Dark Missionary are equal), I added the regen effect, but you don’t have the ability to boost the shield further – even if it’s on basis stronger for the party, given it’s based on the PLD max HP and not each party member max HP.
    Edit : NOTE after the first few replies: This change is made specifically with how SE likes to buff tanks defensives and healing habilites, in an attempt to try keeping things mostly realistic. In my perfect fantasy version of the game, I would not touch it, or even nerf itactually nerf the skill by removing the healing part altogether. Feel free to ignore this if you don't like this change. =B

    Finishing words and last explanations:[/B]

    PLD is in a good place, so I did not change too much of the job. It flows well and my only real gripe gameplay wise is Goring Blade being a really boring button to press and forget every minute. I do think that PLD was quite good and unique gameplay wise before its 6.3 rework, but it would not work with the 2mn meta as we know, which is why I didn’t revert the changes made. And of course, potencies are something you would adjust to balance the job, as usual.

    It's not a total rework, as I said I do like current PLD playstyle, but I tried to make it a bit more in depth for its rotation and tried to make cover no as niche as it is now.

    Remember that this is a rework for the current expansion, Dawntrail. I can’t know which direction SE will take the job design philosophy for 8.0 and I mostly did this for fun.

    That’s all. Thank you for taking time reading this. Don’t hesitate to share your thoughts.
    (1)
    Last edited by Nivarea; 08-23-2025 at 01:08 AM.

  2. #2
    Player
    aiqa's Avatar
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    Jul 2019
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    356
    Character
    Eleasaid Seraqa
    World
    Zodiark
    Main Class
    White Mage Lv 100
    I don't understand the obsession with making goring blade a DoT. That just makes it less useful. Now you can use it as a big spike damage, that is useful against any target. As a DoT you would only ever use it against high health targets. So disagreed, I am perfectly happy with Goring Blade as it is.

    Divine Veil is already overly strong. It does not need any buff. A tank should not have a strong oGCD AoE heal in the first place.
    (0)

  3. #3
    Player
    Nivarea's Avatar
    Join Date
    Dec 2015
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    73
    Character
    C'lhen Madder
    World
    Moogle
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by aiqa View Post
    I don't understand the obsession with making goring blade a DoT. That just makes it less useful. Now you can use it as a big spike damage, that is useful against any target. As a DoT you would only ever use it against high health targets. So disagreed, I am perfectly happy with Goring Blade as it is.
    First reason, as I said, Goring Blade being a simple button you press and forget evey 60s is boring, uninteresting. The point you raise about not using it against low health target is actually, in my book, a pro. It means you have to THINK about its usage to optimise it, which makes for a more intersting gameplay with a bit of decision making. And if you're thinking about AOE situation, I mean... come on, it would be a "problem" (not really) only in dungeons where you don't really need to optimize your damage as much as in HL situations.
    Even if you put forth M6S with its add phase as an exemple, which is one of the rare optimisation where you would have to think about it, I do think it would be a good problem to solve for raiders. I know, I played PLD for this tier and optimizing the add phase was fun, having a dot to manage thrown into the mix would make it more fun to optimize for me and most High end raiders, which is where job balance is the most important as long as low end content is not hindered, which is not the case here.

    Second reason, I wanted to take inspiration from the history of the job, and Goring Blade WAS a DoT. I removed the requirement of it being a combo finisher to simplify the skill, but wanted to put it back being a DoT.


    Quote Originally Posted by aiqa View Post
    Divine Veil is already overly strong. It does not need any buff. A tank should not have a strong oGCD AoE heal in the first place.
    The plot twist is that I DO agree. But as I said, I took Dawntrail job design into acount and one of the thing DT made is make all tanks even stronger defensively, with HP regen everywhere. Also, like I said, I only made it roughly equal to Shake it Off, so...
    It's actually not something I care much, but I decided to throw it in because it would line up with SE modus operandi on DT job design philosophy.
    (0)

  4. #4
    Player
    Rithy255's Avatar
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    May 2022
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    1,925
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    I really like a lot of the changes personally, I'd want Shield bash to become a useful OGCD skill personally as paladin should use their shield more.

    Divine veil changes I think I like the regen but would move away from the burst heal (same goes for shake, they don't really need the burst heal), Cover might also mess up your magic attacks and I feel like if anything you've nerfed it 10% mitigation isn't really a lot to justify the massive mp cost to it. Going blade becoming less boring is always nice, I'd much prefer it become something you manage as a separate combo action like warrior does but anything better then current going blade is a plus, Intervene having more uptime is fun.

    Overall good changes just iffy on Cover, I think both veil and shake could have the regen but remove the burst heal.

    Quote Originally Posted by aiqa View Post
    I don't understand the obsession with making goring blade a DoT. That just makes it less useful. Now you can use it as a big spike damage, that is useful against any target. As a DoT you would only ever use it against high health targets. So disagreed, I am perfectly happy with Goring Blade as it is.

    Divine Veil is already overly strong. It does not need any buff. A tank should not have a strong oGCD AoE heal in the first place.
    1. Paladin already has 4 burst buttons that deal more damage, goring blade in its current form is Not Useful or unique.
    2. Rotational skills don't need to be outright "useful" they just need to be fun, if we only had "useful" skills we'd only be bursting.

    Plus on DV AOE heals on tanks is somewhat fine if limited, the reason why you don't like it is because this game doesn't have high healing output so you feel as if a tank is taking away your job if they have some protective skills, when in reality tanks should have strong utility and even ways to provide sustain to a team, but it should also strongly be the healers job.

    Though I guess if i bring up the fact we can have balanced tanks that provide great support and balanced healers we'd still find reasons to complain as healers want to feel exclusive.
    (0)

  5. #5
    Player
    aiqa's Avatar
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    Jul 2019
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    356
    Character
    Eleasaid Seraqa
    World
    Zodiark
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Rithy255 View Post
    1. Paladin already has 4 burst buttons that deal more damage, goring blade in its current form is Not Useful or unique.
    2. Rotational skills don't need to be outright "useful" they just need to be fun, if we only had "useful" skills we'd only be bursting.
    A "press once every 30 seconds against bosses" button, is no more fun for me than a "press every 60 seconds when <4 targets" button.

    Quote Originally Posted by Rithy255 View Post
    Plus on DV AOE heals on tanks is somewhat fine if limited, the reason why you don't like it is because this game doesn't have high healing output so you feel as if a tank is taking away your job if they have some protective skills, when in reality tanks should have strong utility and even ways to provide sustain to a team, but it should also strongly be the healers job.

    Though I guess if i bring up the fact we can have balanced tanks that provide great support and balanced healers we'd still find reasons to complain as healers want to feel exclusive.
    It's not just content. Shake it off is also just a stronger heal than any single support ability from healers. Having some support for tanks is fine. But not strong oGCD, and not by making individual tank support abilities stronger than individual healer abilities.

    Limited, but still strong, GCD support is completely fine. Clemency is a great model for support abilities on tanks.
    (1)

  6. #6
    Player
    Rithy255's Avatar
    Join Date
    May 2022
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    1,925
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by aiqa View Post
    A "press once every 30 seconds against bosses" button, is no more fun for me than a "press every 60 seconds when <4 targets" button.



    It's not just content. Shake it off is also just a stronger heal than any single support ability from healers. Having some support for tanks is fine. But not strong oGCD, and not by making individual tank support abilities stronger than individual healer abilities.

    Limited, but still strong, GCD support is completely fine. Clemency is a great model for support abilities on tanks.
    Pressing it every 30s is better then every 60s, personally I want it back on the combo action, even if it's less strict them it was before.

    I also disagree that shake it off is the strongest heal then any type of support ability, Kerachole is a good example of this as it's a 10% mitigation + 100 potency regen for all allies plus the fact that healer potency is outright stronger then tank potency due to healers having a boost in their passive heal and damage potencies, all it lacks is the 300 potency burst heal but is made up by its on a 30s timer, not to mention the sheer amount of other healing AOE's sage gets, other healers have their counterparts.

    Tanks Utility should be less Selfish more then anything, tanks do not need like 6 billion ways to raise their defence and have passive mitigation, of course they need to be sturdy to a degree but if healers want to heal tanks, they should actually have less mitigation and take actual damage from big pulls and bosses, Healers should actively feel a difference when putting defensive skills on tanks.

    Now in Current final fantasy 14 are tanks healing/defensive kits overtuned? 100% but also healer kits are massively overtuned to the point of parody, both in fact have so many tools that it becomes over excessive especially in normal or even ext content.

    OGCD support skills should exist, Using your OGCDs should reward you in the fact it should save some healer gcds, I dont think we need a bunch of tank supportive gcds (though i dont mind skills like clemency for emergencies). But I don't think tanks having access to some ogcds should replace the healers job entirely.

    I think my point is that both tanks and healers are massively overtuned in a very undertuned low healing output game, the way to better that is not to remove tanks tools (though im in favour of toning down skills like i mentioned shake shouldn't have burst heal) but we should actually want a game that gets us to use our tools as tanks and healers and think about them, instead of having free value with low output.

    I get healers might be upset that their healing identity is took from tanks but it's also my idenitity as a "paladin" to have healing and protection skills I rather we not default to oh you can only support in a rare emergency, go play slow dps 99% of the time, I want healers and tanks to frankly feel better rather then arguing who gets the shiny cool skills.
    (0)
    Last edited by Rithy255; 08-25-2025 at 05:15 AM.

  7. #7
    Player
    Carighan's Avatar
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    Apr 2018
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    1,342
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Rithy255 View Post
    Pressing it every 30s is better then every 60s, personally I want it back on the combo action, even if it's less strict them it was before.
    We already have 7 skills in our main combo, and technically current Goring Blade is a combo action. As in, it combos off of something else. What more could you possible want then?
    (0)

  8. #8
    Player
    Supersnow845's Avatar
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    Aug 2021
    Location
    Gridania
    Posts
    6,715
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    I really don’t think “we made SIO to ridiculously overpowered because Xeno screams anytime WAR isn’t the best at everything” should be a design paradigm going forward

    The shield healers would kill for an oGCD as powerful as shake, why is it on a tank

    But your logic that square seems to endlessly buff the tanks equalising them isn’t offensive makes perfect sense
    (2)

  9. #9
    Player
    Nivarea's Avatar
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    Dec 2015
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    73
    Character
    C'lhen Madder
    World
    Moogle
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Supersnow845 View Post
    I really don’t think “we made SIO to ridiculously overpowered because Xeno screams anytime WAR isn’t the best at everything” should be a design paradigm going forward

    The shield healers would kill for an oGCD as powerful as shake, why is it on a tank

    But your logic that square seems to endlessly buff the tanks equalising them isn’t offensive makes perfect sense
    I added the reasoning on the post itself. Might have been a mistake to try to imagine "how SE would reason" tbh.
    (0)

  10. #10
    Player
    theunhappypotato's Avatar
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    Jun 2024
    Location
    Ul'dah
    Posts
    129
    Character
    Luci Thish
    World
    Lich
    Main Class
    Dancer Lv 100
    nahh paladin is fine at is, everytime i see a thread like t h is pop up i question if you guys really know what ur doing as a tank
    (0)

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